<template>
  <div class="home">
    <canvas id="sakura" />
    <div class="content">
      <div class="home-header">
        <router-link
          class="link"
          to="/"
        >
          <img
            class="home-logo"
            src="../assets/userLogo.jpeg"
            alt="biaochenxuying logo"
          />
        </router-link>
      </div>
      <div class="home-body">
        <div class="list">
          <router-link
            class="link"
            to="/articles"
          >
            文章
          </router-link>
          <router-link
            class="link"
            to="/project"
          >
            项目
          </router-link>
          <a
            target="_blank"
            rel="noopener noreferrer"
            class="link"
            href="https://github.com/biaochenxuying"
          >
            github
          </a>
          <a
            target="_blank"
            rel="noopener noreferrer"
            class="link"
            href="https://juejin.im/user/591d6b4d0ce463006926ae40"
          >
            掘金
          </a>
          <a
            target="_blank"
            rel="noopener noreferrer"
            class="link"
            href="https://www.zhihu.com/people/mo-xu-ming-53/posts"
          >
            知乎
          </a>
          <a
            target="_blank"
            rel="noopener noreferrer"
            class="link"
            href="https://segmentfault.com/u/biaochenxuying"
          >
            segmentfault
          </a>
          <a
            target="_blank"
            rel="noopener noreferrer"
            class="link"
            href="https://www.jianshu.com/u/91717b553bfd"
          >
            简书
          </a>
        </div>
        <div class="introduce"> 时光正好，未来可期，加油 ！ </div>
      </div>
    </div>
  </div>
</template>

<script lang="ts">
import { defineComponent, onMounted } from "vue";
import { ElMessage } from "element-plus";

export default defineComponent({
  name: "Home",
  setup() {
    onMounted(() => {
      if (document.location.protocol === "http:") {
        ElMessage({
          message:
            "本网站已经配置了 https，为了有更好的体验效果，请把地址前缀换成 https 哦",
          type: "warning",
          duration: 3000,
        });
      }
      let sakura_point_vsh: string = `
    uniform mat4 uProjection;
    uniform mat4 uModelview;
    uniform vec3 uResolution;
    uniform vec3 uOffset;
    uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
    uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

    attribute vec3 aPosition;
    attribute vec3 aEuler;
    attribute vec2 aMisc; //x:size, y:fade

    varying vec3 pposition;
    varying float psize;
    varying float palpha;
    varying float pdist;

    //varying mat3 rotMat;
    varying vec3 normX;
    varying vec3 normY;
    varying vec3 normZ;
    varying vec3 normal;

    varying float diffuse;
    varying float specular;
    varying float rstop;
    varying float distancefade;

    void main(void) {
        // Projection is based on vertical angle
        vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
        gl_Position = uProjection * pos;
        gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
        
        pposition = pos.xyz;
        psize = aMisc.x;
        pdist = length(pos.xyz);
        palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
        
        vec3 elrsn = sin(aEuler);
        vec3 elrcs = cos(aEuler);
        mat3 rotx = mat3(
            1.0, 0.0, 0.0,
            0.0, elrcs.x, elrsn.x,
            0.0, -elrsn.x, elrcs.x
        );
        mat3 roty = mat3(
            elrcs.y, 0.0, -elrsn.y,
            0.0, 1.0, 0.0,
            elrsn.y, 0.0, elrcs.y
        );
        mat3 rotz = mat3(
            elrcs.z, elrsn.z, 0.0, 
            -elrsn.z, elrcs.z, 0.0,
            0.0, 0.0, 1.0
        );
        mat3 rotmat = rotx * roty * rotz;
        normal = rotmat[2];
        
        mat3 trrotm = mat3(
            rotmat[0][0], rotmat[1][0], rotmat[2][0],
            rotmat[0][1], rotmat[1][1], rotmat[2][1],
            rotmat[0][2], rotmat[1][2], rotmat[2][2]
        );
        normX = trrotm[0];
        normY = trrotm[1];
        normZ = trrotm[2];
        
        const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
        
        float tmpdfs = dot(lit, normal);
        if(tmpdfs < 0.0) {
            normal = -normal;
            tmpdfs = dot(lit, normal);
        }
        diffuse = 0.4 + tmpdfs;
        
        vec3 eyev = normalize(-pos.xyz);
        if(dot(eyev, normal) > 0.0) {
            vec3 hv = normalize(eyev + lit);
            specular = pow(max(dot(hv, normal), 0.0), 20.0);
        }
        else {
            specular = 0.0;
        }
        
        rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
        rstop = pow(rstop, 0.5);
        //-0.69315 = ln(0.5)
        distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
    }`;
      let sakura_point_fsh: string = `
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif

    uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
    uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

    const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

    varying vec3 pposition;
    varying float psize;
    varying float palpha;
    varying float pdist;

    //varying mat3 rotMat;
    varying vec3 normX;
    varying vec3 normY;
    varying vec3 normZ;
    varying vec3 normal;

    varying float diffuse;
    varying float specular;
    varying float rstop;
    varying float distancefade;

    float ellipse(vec2 p, vec2 o, vec2 r) {
        vec2 lp = (p - o) / r;
        return length(lp) - 1.0;
    }

    void main(void) {
        vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
        vec3 d = vec3(0.0, 0.0, -1.0);
        float nd = normZ.z; //dot(-normZ, d);
        if(abs(nd) < 0.0001) discard;
        
        float np = dot(normZ, p);
        vec3 tp = p + d * np / nd;
        vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
        
        //angle = 15 degree
        const float flwrsn = 0.258819045102521;
        const float flwrcs = 0.965925826289068;
        mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
        vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
        
        float r;
        if(flwrp.x < 0.0) {
            r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
        }
        else {
            r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
        }
        
        if(r > rstop) discard;
        
        vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
        float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
        col *= vec3(1.0, grady, grady);
        col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
        col = col * diffuse + specular;
        
        col = mix(fadeCol, col, distancefade);
        
        float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
        alpha = smoothstep(0.0, 1.0, alpha) * palpha;
        
        gl_FragColor = vec4(col * 0.5, alpha);
    }`;
      let fx_common_vsh: string = `
    uniform vec3 uResolution;
    attribute vec2 aPosition;

    varying vec2 texCoord;
    varying vec2 screenCoord;

    void main(void) {
        gl_Position = vec4(aPosition, 0.0, 1.0);
        texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
        screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
    }`;
      let bg_fsh: string = `
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif

    uniform vec2 uTimes;

    varying vec2 texCoord;
    varying vec2 screenCoord;

    void main(void) {
        vec3 col;
        float c;
        vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
        c = exp(-pow(length(tmpv) * 1.8, 2.0));
        col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
        gl_FragColor = vec4(col * 0.5, 1.0);
    }`;
      let fx_brightbuf_fsh: string = `
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform vec2 uDelta;

    varying vec2 texCoord;
    varying vec2 screenCoord;

    void main(void) {
        vec4 col = texture2D(uSrc, texCoord);
        gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
    }`;
      let fx_dirblur_r4_fsh: string = `
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform vec2 uDelta;
    uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

    varying vec2 texCoord;
    varying vec2 screenCoord;

    void main(void) {
        vec4 col = texture2D(uSrc, texCoord);
        col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
        col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
        col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
        col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
        gl_FragColor = col / 5.0;
    }`;
      let pp_final_vsh: string = `
    uniform vec3 uResolution;
    attribute vec2 aPosition;
    varying vec2 texCoord;
    varying vec2 screenCoord;
    void main(void) {
        gl_Position = vec4(aPosition, 0.0, 1.0);
        texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
        screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
    }`;
      let pp_final_fsh: string = `
    #ifdef GL_ES
    //precision mediump float;
    precision highp float;
    #endif
    uniform sampler2D uSrc;
    uniform sampler2D uBloom;
    uniform vec2 uDelta;
    varying vec2 texCoord;
    varying vec2 screenCoord;
    void main(void) {
        vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
        vec4 bloomcol = texture2D(uBloom, texCoord);
        vec4 col;
        col = srccol + bloomcol * (vec4(1.0) + srccol);
        col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
        col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
        
        gl_FragColor = vec4(col.rgb, 1.0);
        gl_FragColor.a = 1.0;
    }`;

      // Utilities
      var Vector3: any = {};
      var Matrix44: any = {};
      Vector3.create = function (x: any, y: any, z: any) {
        return { x: x, y: y, z: z };
      };
      Vector3.dot = function (v0: any, v1: any) {
        return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
      };
      Vector3.cross = function (v: any, v0: any, v1: any) {
        v.x = v0.y * v1.z - v0.z * v1.y;
        v.y = v0.z * v1.x - v0.x * v1.z;
        v.z = v0.x * v1.y - v0.y * v1.x;
      };
      Vector3.normalize = function (v: any) {
        var l: any = v.x * v.x + v.y * v.y + v.z * v.z;
        if (l > 0.00001) {
          l = 1.0 / Math.sqrt(l);
          v.x *= l;
          v.y *= l;
          v.z *= l;
        }
      };
      Vector3.arrayForm = function (v: any) {
        if (v.array) {
          v.array[0] = v.x;
          v.array[1] = v.y;
          v.array[2] = v.z;
        } else {
          v.array = new Float32Array([v.x, v.y, v.z]);
        }
        return v.array;
      };
      Matrix44.createIdentity = function () {
        return new Float32Array([
          1.0,
          0.0,
          0.0,
          0.0,
          0.0,
          1.0,
          0.0,
          0.0,
          0.0,
          0.0,
          1.0,
          0.0,
          0.0,
          0.0,
          0.0,
          1.0,
        ]);
      };
      Matrix44.loadProjection = function (
        m: any,
        aspect: any,
        vdeg: any,
        near: any,
        far: any
      ) {
        let h = near * Math.tan(((vdeg * Math.PI) / 180.0) * 0.5) * 2.0;
        let w = h * aspect;

        m[0] = (2.0 * near) / w;
        m[1] = 0.0;
        m[2] = 0.0;
        m[3] = 0.0;

        m[4] = 0.0;
        m[5] = (2.0 * near) / h;
        m[6] = 0.0;
        m[7] = 0.0;

        m[8] = 0.0;
        m[9] = 0.0;
        m[10] = -(far + near) / (far - near);
        m[11] = -1.0;

        m[12] = 0.0;
        m[13] = 0.0;
        m[14] = (-2.0 * far * near) / (far - near);
        m[15] = 0.0;
      };
      Matrix44.loadLookAt = function (m: any, vpos: any, vlook: any, vup: any) {
        let frontv = Vector3.create(
          vpos.x - vlook.x,
          vpos.y - vlook.y,
          vpos.z - vlook.z
        );
        Vector3.normalize(frontv);
        let sidev = Vector3.create(1.0, 0.0, 0.0);
        Vector3.cross(sidev, vup, frontv);
        Vector3.normalize(sidev);
        let topv = Vector3.create(1.0, 0.0, 0.0);
        Vector3.cross(topv, frontv, sidev);
        Vector3.normalize(topv);

        m[0] = sidev.x;
        m[1] = topv.x;
        m[2] = frontv.x;
        m[3] = 0.0;

        m[4] = sidev.y;
        m[5] = topv.y;
        m[6] = frontv.y;
        m[7] = 0.0;

        m[8] = sidev.z;
        m[9] = topv.z;
        m[10] = frontv.z;
        m[11] = 0.0;

        m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
        m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
        m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
        m[15] = 1.0;
      };

      //
      var timeInfo: any = {
        start: 0,
        prev: 0, // Date
        delta: 0,
        elapsed: 0, // Number(sec)
      };

      //
      var gl: any;
      var renderSpec: any = {
        width: 0,
        height: 0,
        aspect: 1,
        array: new Float32Array(3),
        halfWidth: 0,
        halfHeight: 0,
        halfArray: new Float32Array(3),
        // and some render targets. see setViewport()
      };
      renderSpec.setSize = function (w: any, h: any) {
        renderSpec.width = w;
        renderSpec.height = h;
        renderSpec.aspect = renderSpec.width / renderSpec.height;
        renderSpec.array[0] = renderSpec.width;
        renderSpec.array[1] = renderSpec.height;
        renderSpec.array[2] = renderSpec.aspect;

        renderSpec.halfWidth = Math.floor(w / 2);
        renderSpec.halfHeight = Math.floor(h / 2);
        renderSpec.halfArray[0] = renderSpec.halfWidth;
        renderSpec.halfArray[1] = renderSpec.halfHeight;
        renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
      };

      function deleteRenderTarget(rt: any) {
        gl.deleteFramebuffer(rt.frameBuffer);
        gl.deleteRenderbuffer(rt.renderBuffer);
        gl.deleteTexture(rt.texture);
      }

      function createRenderTarget(w: any, h: any) {
        var ret: any = {
          width: w,
          height: h,
          sizeArray: new Float32Array([w, h, w / h]),
          dtxArray: new Float32Array([1.0 / w, 1.0 / h]),
        };
        ret.frameBuffer = gl.createFramebuffer();
        ret.renderBuffer = gl.createRenderbuffer();
        ret.texture = gl.createTexture();

        gl.bindTexture(gl.TEXTURE_2D, ret.texture);
        gl.texImage2D(
          gl.TEXTURE_2D,
          0,
          gl.RGBA,
          w,
          h,
          0,
          gl.RGBA,
          gl.UNSIGNED_BYTE,
          null
        );
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
        gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);

        gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
        gl.framebufferTexture2D(
          gl.FRAMEBUFFER,
          gl.COLOR_ATTACHMENT0,
          gl.TEXTURE_2D,
          ret.texture,
          0
        );

        gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
        gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
        gl.framebufferRenderbuffer(
          gl.FRAMEBUFFER,
          gl.DEPTH_ATTACHMENT,
          gl.RENDERBUFFER,
          ret.renderBuffer
        );

        gl.bindTexture(gl.TEXTURE_2D, null);
        gl.bindRenderbuffer(gl.RENDERBUFFER, null);
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);

        return ret;
      }

      function compileShader(shtype: any, shsrc: any) {
        var retsh: any = gl.createShader(shtype);

        gl.shaderSource(retsh, shsrc);
        gl.compileShader(retsh);

        if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
          var errlog: any = gl.getShaderInfoLog(retsh);
          gl.deleteShader(retsh);
          console.error(errlog);
          return null;
        }
        return retsh;
      }

      function createShader(
        vtxsrc: any,
        frgsrc: any,
        uniformlist: any,
        attrlist: any
      ) {
        var vsh: any = compileShader(gl.VERTEX_SHADER, vtxsrc);
        var fsh: any = compileShader(gl.FRAGMENT_SHADER, frgsrc);

        if (vsh == null || fsh == null) {
          return null;
        }

        var prog: any = gl.createProgram();
        gl.attachShader(prog, vsh);
        gl.attachShader(prog, fsh);

        gl.deleteShader(vsh);
        gl.deleteShader(fsh);

        gl.linkProgram(prog);
        if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
          var errlog: any = gl.getProgramInfoLog(prog);
          console.error(errlog);
          return null;
        }

        if (uniformlist) {
          prog.uniforms = {};
          for (var i = 0; i < uniformlist.length; i++) {
            prog.uniforms[uniformlist[i]] = gl.getUniformLocation(
              prog,
              uniformlist[i]
            );
          }
        }

        if (attrlist) {
          prog.attributes = {};
          for (let i = 0; i < attrlist.length; i++) {
            let attr = attrlist[i];
            prog.attributes[attr] = gl.getAttribLocation(prog, attr);
          }
        }

        return prog;
      }

      function useShader(prog: any) {
        gl.useProgram(prog);
        for (let attr in prog.attributes) {
          gl.enableVertexAttribArray(prog.attributes[attr]);
        }
      }

      function unuseShader(prog: any) {
        for (let attr in prog.attributes) {
          gl.disableVertexAttribArray(prog.attributes[attr]);
        }
        gl.useProgram(null);
      }

      /////
      var projection: any = {
        angle: 60,
        nearfar: new Float32Array([0.1, 100.0]),
        matrix: Matrix44.createIdentity(),
      };
      var camera: any = {
        position: Vector3.create(0, 0, 100),
        lookat: Vector3.create(0, 0, 0),
        up: Vector3.create(0, 1, 0),
        dof: Vector3.create(10.0, 4.0, 8.0),
        matrix: Matrix44.createIdentity(),
      };

      var pointFlower: any = {};
      // var meshFlower = {};
      var sceneStandBy: any = false;

      var BlossomParticle: any = function () {
        this.velocity = new Array(3);
        this.rotation = new Array(3);
        this.position = new Array(3);
        this.euler = new Array(3);
        this.size = 1.0;
        this.alpha = 1.0;
        this.zkey = 0.0;
      };

      BlossomParticle.prototype.setVelocity = function (
        vx: any,
        vy: any,
        vz: any
      ) {
        this.velocity[0] = vx;
        this.velocity[1] = vy;
        this.velocity[2] = vz;
      };

      BlossomParticle.prototype.setRotation = function (
        rx: any,
        ry: any,
        rz: any
      ) {
        this.rotation[0] = rx;
        this.rotation[1] = ry;
        this.rotation[2] = rz;
      };

      BlossomParticle.prototype.setPosition = function (
        nx: any,
        ny: any,
        nz: any
      ) {
        this.position[0] = nx;
        this.position[1] = ny;
        this.position[2] = nz;
      };

      BlossomParticle.prototype.setEulerAngles = function (
        rx: any,
        ry: any,
        rz: any
      ) {
        this.euler[0] = rx;
        this.euler[1] = ry;
        this.euler[2] = rz;
      };

      BlossomParticle.prototype.setSize = function (s: any) {
        this.size = s;
      };

      BlossomParticle.prototype.update = function (dt: any, et: any) {
        this.position[0] += this.velocity[0] * dt;
        this.position[1] += this.velocity[1] * dt;
        this.position[2] += this.velocity[2] * dt;

        this.euler[0] += this.rotation[0] * dt;
        this.euler[1] += this.rotation[1] * dt;
        this.euler[2] += this.rotation[2] * dt;
      };

      function createPointFlowers() {
        // get point sizes
        var prm: any = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
        renderSpec.pointSize = { min: prm[0], max: prm[1] };

        var vtxsrc: any = sakura_point_vsh;
        var frgsrc: any = sakura_point_fsh;

        pointFlower.program = createShader(
          vtxsrc,
          frgsrc,
          [
            "uProjection",
            "uModelview",
            "uResolution",
            "uOffset",
            "uDOF",
            "uFade",
          ],
          ["aPosition", "aEuler", "aMisc"]
        );

        useShader(pointFlower.program);
        pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
        pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);

        // paramerters: velocity[3], rotate[3]
        pointFlower.numFlowers = 1600;
        pointFlower.particles = new Array(pointFlower.numFlowers);
        // vertex attributes {position[3], euler_xyz[3], size[1]}
        pointFlower.dataArray = new Float32Array(
          pointFlower.numFlowers * (3 + 3 + 2)
        );
        pointFlower.positionArrayOffset = 0;
        pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
        pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;

        pointFlower.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
        gl.bindBuffer(gl.ARRAY_BUFFER, null);

        unuseShader(pointFlower.program);

        for (let i = 0; i < pointFlower.numFlowers; i++) {
          pointFlower.particles[i] = new BlossomParticle();
        }
      }

      function initPointFlowers() {
        //area
        pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
        pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;

        pointFlower.fader.x = 10.0; //env fade start
        pointFlower.fader.y = pointFlower.area.z; //env fade half
        pointFlower.fader.z = 0.1; //near fade start

        //particles
        var PI2: any = Math.PI * 2.0;
        var tmpv3: any = Vector3.create(0, 0, 0);
        var tmpv: any = 0;
        var symmetryrand: any = function () {
          return Math.random() * 2.0 - 1.0;
        };
        for (let i = 0; i < pointFlower.numFlowers; i++) {
          let tmpprtcl = pointFlower.particles[i];

          //velocity
          tmpv3.x = symmetryrand() * 0.3 + 0.8;
          tmpv3.y = symmetryrand() * 0.2 - 1.0;
          tmpv3.z = symmetryrand() * 0.3 + 0.5;
          Vector3.normalize(tmpv3);
          tmpv = 2.0 + Math.random() * 1.0;
          tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);

          //rotation
          tmpprtcl.setRotation(
            symmetryrand() * PI2 * 0.5,
            symmetryrand() * PI2 * 0.5,
            symmetryrand() * PI2 * 0.5
          );

          //position
          tmpprtcl.setPosition(
            symmetryrand() * pointFlower.area.x,
            symmetryrand() * pointFlower.area.y,
            symmetryrand() * pointFlower.area.z
          );

          //euler
          tmpprtcl.setEulerAngles(
            Math.random() * Math.PI * 2.0,
            Math.random() * Math.PI * 2.0,
            Math.random() * Math.PI * 2.0
          );

          //size
          tmpprtcl.setSize(0.9 + Math.random() * 0.1);
        }
      }

      function renderPointFlowers() {
        //update
        var PI2: any = Math.PI * 2.0;
        // var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
        var repeatPos: any = function (prt: any, cmp: any, limit: any) {
          if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
            //out of area
            if (prt.position[cmp] > 0) {
              prt.position[cmp] -= limit * 2.0;
            } else {
              prt.position[cmp] += limit * 2.0;
            }
          }
        };
        var repeatEuler: any = function (prt: any, cmp: any) {
          prt.euler[cmp] = prt.euler[cmp] % PI2;
          if (prt.euler[cmp] < 0.0) {
            prt.euler[cmp] += PI2;
          }
        };

        for (let i = 0; i < pointFlower.numFlowers; i++) {
          let prtcl = pointFlower.particles[i];
          prtcl.update(timeInfo.delta, timeInfo.elapsed);
          repeatPos(prtcl, 0, pointFlower.area.x);
          repeatPos(prtcl, 1, pointFlower.area.y);
          repeatPos(prtcl, 2, pointFlower.area.z);
          repeatEuler(prtcl, 0);
          repeatEuler(prtcl, 1);
          repeatEuler(prtcl, 2);

          prtcl.alpha = 1.0; //(pointFlower.area.z - prtcl.position[2]) * 0.5;

          prtcl.zkey =
            camera.matrix[2] * prtcl.position[0] +
            camera.matrix[6] * prtcl.position[1] +
            camera.matrix[10] * prtcl.position[2] +
            camera.matrix[14];
        }

        // sort
        pointFlower.particles.sort(function (p0: any, p1: any) {
          return p0.zkey - p1.zkey;
        });

        // update data
        var ipos: any = pointFlower.positionArrayOffset;
        var ieuler: any = pointFlower.eulerArrayOffset;
        var imisc: any = pointFlower.miscArrayOffset;
        for (let i = 0; i < pointFlower.numFlowers; i++) {
          let prtcl = pointFlower.particles[i];
          pointFlower.dataArray[ipos] = prtcl.position[0];
          pointFlower.dataArray[ipos + 1] = prtcl.position[1];
          pointFlower.dataArray[ipos + 2] = prtcl.position[2];
          ipos += 3;
          pointFlower.dataArray[ieuler] = prtcl.euler[0];
          pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
          pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
          ieuler += 3;
          pointFlower.dataArray[imisc] = prtcl.size;
          pointFlower.dataArray[imisc + 1] = prtcl.alpha;
          imisc += 2;
        }

        //draw
        gl.enable(gl.BLEND);
        //gl.disable(gl.DEPTH_TEST);
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

        var prog: any = pointFlower.program;
        useShader(prog);

        gl.uniformMatrix4fv(
          prog.uniforms.uProjection,
          false,
          projection.matrix
        );
        gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
        gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
        gl.uniform3fv(
          prog.uniforms.uFade,
          Vector3.arrayForm(pointFlower.fader)
        );

        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

        gl.vertexAttribPointer(
          prog.attributes.aPosition,
          3,
          gl.FLOAT,
          false,
          0,
          pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT
        );
        gl.vertexAttribPointer(
          prog.attributes.aEuler,
          3,
          gl.FLOAT,
          false,
          0,
          pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT
        );
        gl.vertexAttribPointer(
          prog.attributes.aMisc,
          2,
          gl.FLOAT,
          false,
          0,
          pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT
        );

        // doubler
        for (let i = 1; i < 2; i++) {
          let zpos = i * -2.0;
          pointFlower.offset[0] = pointFlower.area.x * -1.0;
          pointFlower.offset[1] = pointFlower.area.y * -1.0;
          pointFlower.offset[2] = pointFlower.area.z * zpos;
          gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
          gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

          pointFlower.offset[0] = pointFlower.area.x * -1.0;
          pointFlower.offset[1] = pointFlower.area.y * 1.0;
          pointFlower.offset[2] = pointFlower.area.z * zpos;
          gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
          gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

          pointFlower.offset[0] = pointFlower.area.x * 1.0;
          pointFlower.offset[1] = pointFlower.area.y * -1.0;
          pointFlower.offset[2] = pointFlower.area.z * zpos;
          gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
          gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

          pointFlower.offset[0] = pointFlower.area.x * 1.0;
          pointFlower.offset[1] = pointFlower.area.y * 1.0;
          pointFlower.offset[2] = pointFlower.area.z * zpos;
          gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
          gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
        }

        //main
        pointFlower.offset[0] = 0.0;
        pointFlower.offset[1] = 0.0;
        pointFlower.offset[2] = 0.0;
        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        unuseShader(prog);

        gl.enable(gl.DEPTH_TEST);
        gl.disable(gl.BLEND);
      }

      // effects
      //common util
      function createEffectProgram(
        vtxsrc: any,
        frgsrc: any,
        exunifs: any,
        exattrs: any
      ) {
        var ret: any = {};
        var unifs: any = ["uResolution", "uSrc", "uDelta"];
        if (exunifs) {
          unifs = unifs.concat(exunifs);
        }
        var attrs: any = ["aPosition"];
        if (exattrs) {
          attrs = attrs.concat(exattrs);
        }

        ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
        useShader(ret.program);

        ret.dataArray = new Float32Array([
          -1.0,
          -1.0,
          1.0,
          -1.0,
          -1.0,
          1.0,
          1.0,
          1.0,
        ]);
        ret.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);

        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        unuseShader(ret.program);

        return ret;
      }

      // basic usage
      // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
      // gl.uniform**(...); //additional uniforms
      // drawEffect()
      // unuseEffect(prog)
      // TEXTURE0 makes src
      function useEffect(fxobj: any, srctex: any) {
        var prog: any = fxobj.program;
        useShader(prog);
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

        if (srctex != null) {
          gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
          gl.uniform1i(prog.uniforms.uSrc, 0);

          gl.activeTexture(gl.TEXTURE0);
          gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
        }
      }
      function drawEffect(fxobj: any) {
        gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
        gl.vertexAttribPointer(
          fxobj.program.attributes.aPosition,
          2,
          gl.FLOAT,
          false,
          0,
          0
        );
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
      }
      function unuseEffect(fxobj: any) {
        unuseShader(fxobj.program);
      }

      var effectLib: any = {};
      function createEffectLib() {
        var vtxsrc: any, frgsrc: any;
        //common
        var cmnvtxsrc: any = fx_common_vsh;

        //background
        frgsrc = bg_fsh;
        effectLib.sceneBg = createEffectProgram(
          cmnvtxsrc,
          frgsrc,
          ["uTimes"],
          null
        );

        // make brightpixels buffer
        frgsrc = fx_brightbuf_fsh;
        effectLib.mkBrightBuf = createEffectProgram(
          cmnvtxsrc,
          frgsrc,
          null,
          null
        );

        // direction blur
        frgsrc = fx_dirblur_r4_fsh;
        effectLib.dirBlur = createEffectProgram(
          cmnvtxsrc,
          frgsrc,
          ["uBlurDir"],
          null
        );

        //final composite
        vtxsrc = pp_final_vsh;
        frgsrc = pp_final_fsh;
        // console.log('frgsrc :',frgsrc )
        effectLib.finalComp = createEffectProgram(
          vtxsrc,
          frgsrc,
          ["uBloom"],
          null
        );
      }

      // background
      function createBackground() {
        //console.log("create background");
      }
      function initBackground() {
        //console.log("init background");
      }
      function renderBackground() {
        gl.disable(gl.DEPTH_TEST);

        useEffect(effectLib.sceneBg, null);
        gl.uniform2f(
          effectLib.sceneBg.program.uniforms.uTimes,
          timeInfo.elapsed,
          timeInfo.delta
        );
        drawEffect(effectLib.sceneBg);
        unuseEffect(effectLib.sceneBg);

        gl.enable(gl.DEPTH_TEST);
      }

      // post process
      // var postProcess = {};
      function createPostProcess() {
        //console.log("create post process");
      }
      function initPostProcess() {
        //console.log("init post process");
      }

      function renderPostProcess() {
        gl.enable(gl.TEXTURE_2D);
        gl.disable(gl.DEPTH_TEST);
        var bindRT: any = function (rt: any, isclear: any) {
          gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
          gl.viewport(0, 0, rt.width, rt.height);
          if (isclear) {
            gl.clearColor(0, 0, 0, 0);
            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
          }
        };

        //make bright buff
        bindRT(renderSpec.wHalfRT0, true);
        useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
        drawEffect(effectLib.mkBrightBuf);
        unuseEffect(effectLib.mkBrightBuf);

        // make bloom
        for (let i = 0; i < 2; i++) {
          let p = 1.5 + 1 * i;
          let s = 2.0 + 1 * i;
          bindRT(renderSpec.wHalfRT1, true);
          useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
          gl.uniform4f(
            effectLib.dirBlur.program.uniforms.uBlurDir,
            p,
            0.0,
            s,
            0.0
          );
          drawEffect(effectLib.dirBlur);
          unuseEffect(effectLib.dirBlur);

          bindRT(renderSpec.wHalfRT0, true);
          useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
          gl.uniform4f(
            effectLib.dirBlur.program.uniforms.uBlurDir,
            0.0,
            p,
            0.0,
            s
          );
          drawEffect(effectLib.dirBlur);
          unuseEffect(effectLib.dirBlur);
        }

        //display
        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        gl.viewport(0, 0, renderSpec.width, renderSpec.height);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        useEffect(effectLib.finalComp, renderSpec.mainRT);
        gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
        gl.activeTexture(gl.TEXTURE1);
        gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
        drawEffect(effectLib.finalComp);
        unuseEffect(effectLib.finalComp);

        gl.enable(gl.DEPTH_TEST);
      }

      /////
      // var SceneEnv = {};
      function createScene() {
        createEffectLib();
        createBackground();
        createPointFlowers();
        createPostProcess();
        sceneStandBy = true;
      }

      function initScene() {
        initBackground();
        initPointFlowers();
        initPostProcess();

        //camera.position.z = 17.320508;
        camera.position.z = pointFlower.area.z + projection.nearfar[0];
        projection.angle =
          ((Math.atan2(
            pointFlower.area.y,
            camera.position.z + pointFlower.area.z
          ) *
            180.0) /
            Math.PI) *
          2.0;
        Matrix44.loadProjection(
          projection.matrix,
          renderSpec.aspect,
          projection.angle,
          projection.nearfar[0],
          projection.nearfar[1]
        );
      }

      function renderScene() {
        //draw
        Matrix44.loadLookAt(
          camera.matrix,
          camera.position,
          camera.lookat,
          camera.up
        );

        gl.enable(gl.DEPTH_TEST);

        //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
        gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
        gl.clearColor(0.005, 0, 0.05, 0);
        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

        renderBackground();
        renderPointFlowers();
        renderPostProcess();
      }

      /////
      function onResize(e: any) {
        makeCanvasFullScreen(document.getElementById("sakura"));
        setViewports();
        if (sceneStandBy) {
          initScene();
        }
      }

      function setViewports() {
        renderSpec.setSize(gl.canvas.width, gl.canvas.height);

        gl.clearColor(0.2, 0.2, 0.5, 1.0);
        gl.viewport(0, 0, renderSpec.width, renderSpec.height);

        var rtfunc: any = function (rtname: any, rtw: any, rth: any) {
          var rt: any = renderSpec[rtname];
          if (rt) deleteRenderTarget(rt);
          renderSpec[rtname] = createRenderTarget(rtw, rth);
        };
        rtfunc("mainRT", renderSpec.width, renderSpec.height);
        rtfunc("wFullRT0", renderSpec.width, renderSpec.height);
        rtfunc("wFullRT1", renderSpec.width, renderSpec.height);
        rtfunc("wHalfRT0", renderSpec.halfWidth, renderSpec.halfHeight);
        rtfunc("wHalfRT1", renderSpec.halfWidth, renderSpec.halfHeight);
      }

      function render() {
        renderScene();
      }

      var animating: boolean = true;

      function animate() {
        var curdate: any = new Date();
        timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
        timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
        timeInfo.prev = curdate;

        if (animating) requestAnimationFrame(animate);
        render();
      }

      function makeCanvasFullScreen(canvas: any) {
        var b: any = document.body;
        var d: any = document.documentElement;
        let fullw = Math.max(
          b.clientWidth,
          b.scrollWidth,
          d.scrollWidth,
          d.clientWidth
        );
        let fullh = Math.max(
          b.clientHeight,
          b.scrollHeight,
          d.scrollHeight,
          d.clientHeight
        );
        canvas.width = fullw;
        canvas.height = fullh;
      }

      // window.addEventListener("load", function(e: any) {
      //   var canvas: any = document.getElementById("sakura");
      //   try {
      //     makeCanvasFullScreen(canvas);
      //     gl = canvas.getContext("experimental-webgl");
      //   } catch (e) {
      //     alert("WebGL not supported." + e);
      //     console.log("WebGL not supported :", e);
      //     return;
      //   }

      //   window.addEventListener("resize", onResize);

      //   setViewports();
      //   createScene();
      //   initScene();

      //   timeInfo.start = new Date();
      //   timeInfo.prev = timeInfo.start;
      //   animate();
      // });

      // 保证每次都执行
      var canvas: any = document.getElementById("sakura");
      try {
        makeCanvasFullScreen(canvas);
        gl = canvas.getContext("experimental-webgl");
      } catch (e) {
        alert("WebGL not supported." + e);
        console.error(e);
        return;
      }

      window.addEventListener("resize", onResize);

      setViewports();
      createScene();
      initScene();

      timeInfo.start = new Date();
      timeInfo.prev = timeInfo.start;
      animate();

      //set window.requestAnimationFrame
      (function (w: any, r: any) {
        w["r" + r] =
          w["r" + r] ||
          w["webkitR" + r] ||
          w["mozR" + r] ||
          w["msR" + r] ||
          w["oR" + r] ||
          function (c: any) {
            w.setTimeout(c, 1000 / 60);
          };
      })(window, "equestAnimationFrame");
    });
  },
});
</script>

<style lang="less" scoped>
.home {
  position: fixed;
  left: 0;
  top: 0;
  .content {
    position: fixed;
    left: 0;
    top: 0;
    right: 0;
    bottom: 0;
    font-size: 20px;
    text-align: center;
    padding-top: 12%;
    .home-logo {
      width: 220px;
      border-radius: 50%;
      animation: mylogo 3s;
      -moz-animation: mylogo 3s; /* Firefox */
      -webkit-animation: mylogo 3s; /* Safari and Chrome */
      -o-animation: mylogo 3s; /* Opera */
      animation-iteration-count: infinite;
    }
    .home-header {
      .link {
        display: block;
      }
    }
    .home-body {
      padding-top: 20px;
      .list {
        .link {
          display: inline-block;
          padding: 20px;
          color: #409eff;
          min-width: 80px;
        }
        .link:hover {
          color: rgb(155, 35, 35);
        }
      }
    }
    .introduce {
      padding-top: 20px;
      color: #fff;
    }
  }
}
@keyframes mylogo {
  0% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
  25% {
    transform: rotate(0deg) scale(1, 1);
    opacity: 0.8;
  }
  100% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
}

@-moz-keyframes mylogo {
  0% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
  25% {
    transform: rotate(0deg) scale(1, 1);
    opacity: 0.8;
  }
  100% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
}

@-webkit-keyframes mylogo {
  0% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
  25% {
    transform: rotate(0deg) scale(1, 1);
    opacity: 0.8;
  }
  100% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
}

@-o-keyframes mylogo {
  0% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
  25% {
    transform: rotate(0deg) scale(1, 1);
    opacity: 0.8;
  }
  100% {
    transform: rotate(0deg) scale(0.8, 0.8);
    opacity: 1;
  }
}
</style>

